N Spells

Nathar’s Nightmarish Nemesis
Enchantment (Compulsion) [Evil]
Level: Murder 9
Components: V, S, M, DF, A, XP
Casting Time: 1 minute
Range: Touch
Target: One unwilling creature
Duration: Special (see text)
Saving Throw: Will negates
Spell Resistance: No
The mightiest magic of the Demon God of Murder, this spell bestows upon its unwilling victim the greatest blessing he can confer. The target of the spell is granted 4 ranks in Disguise & 8 ranks each in Hide & Move Silently, & acquires a level of the assassin prestige class. For each additional 250XP spent on the spell, the target gains an additional level of assassin, though this spell may not raise the subject's character level higher than your caster level. The subject likewise gains access to feats, spells & bonus ability points as if he had gained these levels of assassin normally, which you may select at the time of casting. However, he remains entirely unaware of the skills & powers that this spell has conferred to him.

You then provide the subject with the name of a being that you have met. The subject of the spell is inextricably drawn towards that being's location, though he will justify it to himself as wanting to travel, having business in another land etc., subconsciously using the powers of the spell to support him on the journey. When he first sees the named being, the subject will immediately tap into his assassin’s powers & attempt to slay that being. He will take no obviously self-destructive action, but will act to the best of his ability & intelligence to kill your selected victim, without bringing attention to himself if at all possible. When either the subject or the named being is dead, the spell ends, leaving the subject with no memory of the spell’s effects.

A subject that successfully saves against this spell takes 4d10 points of damage, as Nathar smites the subject for refusing his gift. For each additional 250XP spent on the spell, the Will save DC increases by 1.

Material Component: A scorpion’s tail, a snake, a frog & the blood of a jackal.

Alignment Component: Any evil.

XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.

Natural Force
Conjuration (Creation)
Level: Rgr 3
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target: Elemental material touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You tap into the mystical energies of Kamala to awaken the material you touch as an elemental spirit. You create a new Small air, earth, fire or water elemental from the corresponding material, which acts independently of you but has a friendly disposition towards you. This elemental may cooperate with your interests, but will not endanger or sacrifice itself on your behalf. It will eventually go its own way when it feels like doing so (1d4+1 minutes), as it is immune to Diplomatic manipulation. The creature can only speak its own elemental tongue.

If creating a fire or earth elemental on Siraaj, it is created with an additional 2HD & +2 to Strength & Dexterity. If creating an air or water elemental on Najmah, it is created with an additional 2HD & +2 to Dexterity & Wisdom.

This spell takes on the elemental attribute of the elemental created.

Material Component: Clean open air for an air elemental, stone, mud, sand or dirt for an earth elemental, an open flame for a fire elemental, or clear water for a water elemental.

Focus: A stick of yew, a stick of blue elder, two other sticks & a glass bead.

Nature’s Child
Transmutation
Level: Rgr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Your animal companion
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You draw forth the powers of nature on behalf of your trusted companion, imbuing your faithful beast with the strength of the wild. Your animal companion’s power is determined as though your ranger levels were druid levels. You may designate any necessary feats & skill points.

Material Component: A slice of raw meat (for a carnivore) or a fist-sized fruit, for instance an apple (for an herbivore).

Nature’s Image
Transmutation
Level: Rgr 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You take on the form of an animal, as the Wild Shape ability of a druid. You may employ this effect as though your ranger levels were druid levels, except that you may not take the form of an elemental. When you change back to your true form, the spell ends. Changing back is a standard action that does not provoke an attack of opportunity. Note that the possession of this spell qualifies you to take the Natural Spell feat, as if you normally had the Wild Shape ability.

Focus: A wood carving of yourself.

Nested Image
Illusion (Figment, Glamer)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 minute
Duration: 10 minutes per level
As persistent image, but you are capable of creating a much more complex illusion, including up to three different scripts. Additionally, you can designate one layer of illusory effects as being more realistic than the rest; if your illusion is disbelieved, these elements will appear to still be realistic, requiring a second Will save to disbelieve at a -4 penalty. Similarly, if the illusion is dispelled, this special layer remains while the rest of the effects vanish, requiring a second dispel effect to clear away entirely. These effects only function if there are discernible differences between the realistic illusion & the standard illusory layer above it.

Material Components: Fleece, pyrite, & eggshells.